yes, how upgrading an ability, can make him stronger?
just IMO. making a xeno, that can do stuff of other caste is bad. just like giving medic an ability to perform surgeries (but badly)
yes, how upgrading an ability, can make him stronger?
PFC Rex Lombardi shouts, "Boys if you jump out of the dropship you are guarenteed a pass into the paratroopers regiment!"Philby0 wrote: They're so white they can colonise anything at will
While in general I might agree with this - due to the way this game works mechanically, speed will always be better than more HP short of situations where a single M41 burst puts you in crit.LubedDwarf wrote: ↑11 Dec 2018, 12:07The problem is that "picking one of each" makes mutators more cheese than it ever was. There isn't enough mutation options for that to be viable, its just the same four. Allowing you to stack them allowed you to put a little more thought into what mutations you take. I just feel like the devs made a mistake with the last update. I would recommend allowing you to stack mutations again but make all mutations come with a downside like a decrease in speed for the more health or armor you take or becoming more fragile with each speed mutation taken.
This guy gets it.Boersgard wrote: ↑11 Dec 2018, 12:01Mutations have just become xeno++ power ramping
You might as well have just increased the stat gains from the aging system. Quite frankly this is all going the wrong direction. These mutations don't offer anything interesting, they don't change gameplay, they just make xenos the same but better.
We don't need power ramping xenos. They ought to be tough from the getgo without delay - maybe a very short 1 minute span after molting to go from young to mature - but otherwise tie age only to mutations, not stat powerups. Mutations should be specializations or abilities, and probably best with trade-offs, not "I want to buff everything, have my cake and eat it too." In general Mature xenos should be more dangerous than they are now, and elder/ancient just mature stat-line with more mutations, not extra stat bonuses.
Good mutations:
- Lunge distance increased 1 tile
- Fling has a small chance to break a bone or sends the target 1 tile further
- Sight range increased 1 tile
- Meson vision
- Seeing HP
- Faster special ability actions (e.g. ripping off limb, eating someone)
- Access to higher tier or different abilities (e.g. warrior starts with nothing at young, then chooses between punch/fling/etc. as he ages and expand the available ability options for him)
Tradeoffs:
- Lose an ability
- Slower
- Longer delay after lunge before you can move
- Less health
- Vision is hazy
- Shorter sight range
Sounds good! Have your design philosophies changed from pure buffs to sidegrades? Or will they be more fun but unmistakably still overall increases in xeno power?NethIafins wrote: ↑11 Dec 2018, 14:49Current changes are more of a damage control
More fun mutators are in the work by ThePiachu
When the OB misfires and xenos are on your doorstep. Howya, Jim Antonic- LCPL, PO, MP, SO, Husked Corpse.
ThePiachu wrote: ↑11 Dec 2018, 17:08To reiterate - stat boosts were the potatoes of the mutator world - a filler that is easy to put in. Now that we have the baseline and everyone has at least a few things to pick from, we can work on the meat - mutators for individual castes and ones that are more complicated. For example, I have a Queen individual mutator planned that will make her lay more eggs. Not something you need every round, but if you happen to have two or more Carriers, this will augment that strategy.
In an effort to provide some feedback, here are my 'on-the-ground' observations from a few games today:NethIafins wrote: ↑11 Dec 2018, 14:49Current changes are more of a damage control
More fun mutators are in the work by ThePiachu
Dude, there have been 3 victories since the mutator patch hits (before the latest nerf btw). 1 with Carson as a legitimate planetside win on Prison, 1 with Malik as a shipside win on Prison, and another shipside win thanks to xeno crashing in brigNorwest wrote: ↑11 Dec 2018, 19:13In an effort to provide some feedback, here are my 'on-the-ground' observations from a few games today:
1. Evacs occurred at approximately 12:50, 13:15, and 12:56. No holdouts on the Almayer were successful, and all games were complete before 14:00 (one by about 13:15, lol).
2. Xenos numbers varied from 15 to 30, with most larvae that I could see being inhabited by ghosts. I can't speak for all rounds, since I was playing for much of them, but I didn't see a boatload of SSD larva lying around at least.
3. Marine pushes were much more cautious than prior to the mutators rollout: Marines pushed cautiously, and retreated early. No large-scale counterattacks were attempted. As an Engineer this wasn't too bad for me, but I imagine that more combat-oriented players would've been annoyed had the games gone on much longer (mind you, though, the xenos won too quickly for this to be a problem at the time).
4. In two out of three games, xenos attacks seemed fairly sloppy and uncoordinated (no massed hit-and-fade strikes on a Marine defensive line, the queen didn't de-ovi, no coordination with boiler gas strikes, etc.). Despite this, they enjoyed considerable success and managed to rapidly overwhelm Marine groundside defenses in both cases.
5. I noticed the actual in-game effects of mutators several times. Here's two extreme examples, to try and set the tone: in one case, a Runner was able to travel ludicrously fast when trying to pick me off. I noticed the mutator effect but didn't mind it, since a) Runners are already stupidly fast, and b) I could still combat it normally. In another case, though, a Defender rested on weeds while I was shooting it. Getting ignored like that - when the opponent has enough health reserves and regen that you simply don't matter - was frustrating to deal with.
On the whole, mutators served to make Marines excessively cautious. They stayed strongly defensive, and attempted to 'turtle' in order to survive the initial xenos attacks. This static style of gameplay might've been a problem if they /stayed/ that way, but the Marines were overrun so rapidly that it didn't matter; that being said, on the whole I'd argue that making every map into an Ice Colony standoff would not be much fun. Sloppy xenos attacks generally succeeded (as measured by attrition rates on both sides), and while it wasn't the culprit every time, I think some of those cases could be pinned on the effects of mutators rather than other confounding factors (Marine mistakes, RNGesus, lucky timing, etc.). While the games were less ridiculously one-sided than a day or two ago (thank you for rolling out updates quickly, by the way), they were still pretty un-fun to play.
I'm sorry that I don't have any clear answers for how to fix these issues, although I would agree that mutators seem like they'd work better as "sidegrades" rather than straight-up upgrades - there's already maturation to upgrade xenos over time, after all. I would suggest going with your plan of having clear tradeoffs for xenos mutations, and would ask for some method of recognizing a particular mutation on the battlefield. If I could see that a xenos was particularly strong or fast, and knew that they'd taken some penalty in order to achieve it, I'd be much less annoyed when that particular stat - speed, health, damage, etc. - turned out to be so ludicrously high in practice.
Heh. Aye, a single infected person bursting into seven or eight larva is fairly ridiculous. If that was cut down to reasonable numbers, lower total numbers of xenos would certainly help offset the increased per-player capability of xenos. My issue with that as a solution, though, is that it keeps more players out of the round. Having more xenos, with each one individually less capable, might be more fun for more people.kastion wrote: ↑11 Dec 2018, 22:11I played a round this morning where I was queen on big red. I took plasma, then leaders, then muturation in that order to pick the shittiest things I could (literally took maturation when we were attacking the alamayer). We rolled the marines. There were 45 of us within like 30 minutes of the game starting. Mutators dont even matter when there are 45 xenos. I was trolling and destroyed everyone. I let everyone evolve to whatever they wanted, I didnt even care that people were dying because no matter how many we lost we stayed above 40 the entire time. I dont know how yall dont see that the number of xenos is whats causing the problems.
Most of the new xenos are marine players that just want to try the new shiny or are pussies that cant stand losing so they jump ship. Almost none of the xeno mains have come back, I can tell by how bad the xeno players are. Eventually it will even out on its own and those xeno players will go back to playing marines more often.Norwest wrote: ↑11 Dec 2018, 23:29Heh. Aye, a single infected person bursting into seven or eight larva is fairly ridiculous. If that was cut down to reasonable numbers, lower total numbers of xenos would certainly help offset the increased per-player capability of xenos. My issue with that as a solution, though, is that it keeps more players out of the round. Having more xenos, with each one individually less capable, might be more fun for more people.